WEAPON EXPERT/SPECIALIST
At level 1, gains proficiency in any weapon.
At level 11, gains specialization in any weapon.

COMBAT STANCES
Warrior can switch between Offensive and Defensive Stance at Will.
At level 1, Offensive Stance grants +1 bonus to Attack Rolls. This bonus increases by +1 every 6 levels up to +4 at level 19.
At level 1, Defensive Stance grants +1 bonus to Armor Class. This bonus increases by +1 every 6 levels up to +4 at level 19.

DIEHARD
At level 3, regains 2 Hit Points per Round as long as he is below 50% Hit Points.
At level 9, regains 4 Hit Points per Round as long as he is below 50% Hit Points.
At level 15, regains 6 Hit Points per Round as long as he is below 50% Hit Points.

MASTERY
At level 5, may achieve mastery in any weapon.
At level 9, may achieve high mastery in any weapon.
At level 13, may achieve grand mastery in any weapon.

EXTRA ATTACK
At level 7, may attack two times per round.
At level 13, may attack three times per round.
At level 19, may attack four times per round.

INDOMITABLE
At level 17, can use Indomitable once per day.
Indomitable makes caster unable to drop below 1 Hit Point or die to slaying effects. Lasts 2 rounds.

EXTRA ATTACK
At level 7, may attack two times per round.
At level 13, may attack three times per round.
At level 19, may attack four times per round.

DIVINE POWER
At level 17, can once per day use Divine Power.
Divine Power grants +4 bonus to Strength, +2 bonus to Armor Class and 20 additional Hit Points. Paladin also deals an additional 1d6 points of magic damage whenever he strikes an opponent.
Lasts 1 Turn.

Rage lasts for up to 1 Turn. It's effects can end pre-maturely if Barbarian is out of combat for 2 rounds.
Barbarian cannot cast spells, activate abilities, use skills or become invisible when enraged.

EXTRA ATTACK
At level 7, may attack two times per round.
At level 13, may attack three times per round.
At level 19, may attack four times per round.

WAR CRY
At level 17, can use Warcry once per day.
War Cry imposes -2 penalty to Attack Rolls and Saving Throws to all enemies in 10' radius for 1 Turn. Additionaly, if they fail -2 Will Roll they become frightened for 5 rounds.

Constructs, Undead and any creatures that would be immune to mind-affecting effects, are also immune to this ability.

WAY OF THE FIST
At level 1, Monk's fists deal 1d8 bludgeoning damage and he uses them as he would be specialized in unarmed combat.
Fists enchantment level increases by 1 every 4 levels (starting from level 5) up to +4 (with +4 bonus to Attack/Damage Rolls) at level 17.
At level 1, Monk starts with base Armor Class 7. It improves by 1 every 2 levels down to -2 at level 19.

KI
At level 1, Monk can once per day per 4 levels use Ki to activate one of the powers described below.

EXTRA ATTACK
At level 7, may attack two times per round.
At level 13, may attack three times per round.
At level 19, may attack four times per round.

QUIVERING PALM
At level 17, can use Quivering Palm once per day.
After using this ability, Monk's next attack sends the destructive vibrations into the body of it's victim. Besides of always dealing maximum damage, it also forces opponent to roll -2 Fortitude Save. If opponent fails the save, he starts to loose 2 points of Constitution per round for up to 1 Turn. Loss of Constitution is pernament and requires applying Restoration spell.
When creature drops below 1 Constitution, it dies instantly.
Monk has 2 rounds to hit an opponent with Quivering Palm.

Constructs, Undead and any creatures that would be immune to either Critical Strikes or Slaying effects, are also immune to this ability.